Completely destroyed game
Looks like a lot more than just netcode is getting rewritten. Removing coroutines because there are better ways of handling asynchronous tasks, removing filestream because that's to be reimplemented later
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@@ -9,45 +9,6 @@ using Barotrauma.Items.Components;
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namespace Barotrauma.Networking
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{
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enum PacketTypes : byte
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{
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Unknown,
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Login, LoggedIn,
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PlayerJoined, PlayerLeft,
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KickPlayer,
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Permissions,
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RequestNetLobbyUpdate,
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StartGame, EndGame, CanStartGame,
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NewItem, RemoveItem,
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NewCharacter,
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CharacterInfo,
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Chatmessage, UpdateNetLobby,
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NetworkEvent,
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Traitor,
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Vote, VoteStatus,
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ResendRequest, ReliableMessage, LatestMessageID,
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RequestFile, FileStream,
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SpectateRequest,
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Respawn
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}
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enum VoteType
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{
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Unknown,
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@@ -152,65 +113,6 @@ namespace Barotrauma.Networking
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Voting = new Voting();
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}
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protected NetOutgoingMessage ComposeNetworkEventMessage(NetworkEventDeliveryMethod deliveryMethod, NetConnection excludedConnection = null)
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{
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if (netPeer == null) return null;
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var events = NetworkEvent.Events.FindAll(e => e.DeliveryMethod == deliveryMethod);
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if (events.Count == 0) return null;
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List<byte[]> msgBytes = new List<byte[]>();
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foreach (NetworkEvent networkEvent in events)
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{
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if (excludedConnection != null && networkEvent.SenderConnection == excludedConnection) continue;
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NetBuffer tempMessage = new NetBuffer();// server.CreateMessage();
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if (!networkEvent.FillData(tempMessage)) continue;
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tempMessage.WritePadBits();
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tempMessage.Position = 0;
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msgBytes.Add(tempMessage.ReadBytes(tempMessage.LengthBytes));
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#if DEBUG
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string msgType = networkEvent.Type.ToString();
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if (networkEvent.Type == NetworkEventType.EntityUpdate)
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{
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msgType += " (" + Entity.FindEntityByID(networkEvent.ID) + ")";
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}
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long sentBytes = 0;
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if (!messageCount.TryGetValue(msgType, out sentBytes))
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{
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messageCount.Add(msgType, tempMessage.LengthBytes);
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}
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else
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{
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messageCount[msgType] += tempMessage.LengthBytes;
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}
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#endif
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}
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if (msgBytes.Count == 0) return null;
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NetOutgoingMessage message = netPeer.CreateMessage();
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message.Write((byte)PacketTypes.NetworkEvent);
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message.Write((float)NetTime.Now);
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message.Write((byte)msgBytes.Count);
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foreach (byte[] msgData in msgBytes)
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{
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if (msgData.Length > 255) DebugConsole.ThrowError("Too large networkevent (" + msgData.Length + " bytes)");
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message.Write((byte)msgData.Length);
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message.Write(msgData);
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}
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return message;
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}
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public bool TypingChatMessage(GUITextBox textBox, string text)
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{
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string tempStr;
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